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because it's rigged mesh, changing scale at the mesh upload window will only affect the size of the mesh when rezzed because when worn, rigged mesh will spring back to the size it was made/rigged/exported at, so if you are making it too big in Maya, then it's going to be too big when worn in SL no matter what you try to do to the scale in the uploader

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That makes sense of course. in a way. Maya doesn't 'like' these tiny scales SL is working in. So it is better to rig and animate in cm/unit which is 100 times bigger than what SL expects. I couldn't find a scale while export setting in maya exporter of DAE/fbx, which would be even cooler since I wouldn't have to rig in mini-scale. Maybe there is a way around that. I have my workflow down now of creating big then scaling it down, then skin it, then export it.

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Is that also the reason why some stuff appears gigantic until it finds it's rigged location?

Basically, yes...

Many people foolishly assume that the UNITS they used in their choice of 3D modeling app will be exported along with the NUMBER of units per measurement...

This has been a problem in 3D in general for almost as long as there have been 3D modeling apps. Person makes something sized in cm in one app, exports to another app and it loads way too large because that's set to UNIT=inches, then it gets exported to Poser, and explodes because Poser uses UNIT=8ft...